scummvm/backends/events/ps3sdl/ps3sdl-events.cpp
Johannes Schickel 04ab0e58b4 SDL: Take advantage of SdlGraphicsManager.
This gets rid of the hacks, where SdlEventSource added events with custom type
numbers to pass SDL_VIDEOEXPOSE and SDL_VIDEORESIZE to the graphics manager.

Furthermore it get rids of the uninituitive and hard to trace way of assigning
the proper mouse coordinates to mouse related events. Formerly it passed the
real screen coordinates through the even dispatching api to the graphics
manager (at least hopefully ;-) and let that handle creating a new event with
the proper coordinates. Now instead SdlEventSource handles the proper
coordinate setup itself.

Since this is a behavior change and I can not test all the SDL based small
devices ports this commit might break compilation for them and more serve it
might also break mouse position behavior. If any of that occurs I am sorry
about it.
2011-08-09 00:03:11 +02:00

164 lines
4.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(PLAYSTATION3)
#include "backends/events/ps3sdl/ps3sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "engines/engine.h"
#include "common/util.h"
#include "common/events.h"
enum {
BTN_LEFT = 0,
BTN_DOWN = 1,
BTN_RIGHT = 2,
BTN_UP = 3,
BTN_START = 4,
BTN_R3 = 5,
BTN_L3 = 6,
BTN_SELECT = 7,
BTN_SQUARE = 8,
BTN_CROSS = 9,
BTN_CIRCLE = 10,
BTN_TRIANGLE = 11,
BTN_R1 = 12,
BTN_L1 = 13,
BTN_R2 = 14,
BTN_L2 = 15
};
bool PS3SdlEventSource::handleJoyButtonDown(SDL_Event &ev, Common::Event &event) {
event.kbd.flags = 0;
switch (ev.jbutton.button) {
case BTN_CROSS: // Left mouse button
event.type = Common::EVENT_LBUTTONDOWN;
processMouseEvent(event, _km.x, _km.y);
break;
case BTN_CIRCLE: // Right mouse button
event.type = Common::EVENT_RBUTTONDOWN;
processMouseEvent(event, _km.x, _km.y);
break;
case BTN_TRIANGLE: // Game menu
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_F5;
event.kbd.ascii = mapKey(SDLK_F5, (SDLMod) ev.key.keysym.mod, 0);
break;
case BTN_SELECT: // Virtual keyboard
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_F7;
event.kbd.ascii = mapKey(SDLK_F7, (SDLMod) ev.key.keysym.mod, 0);
break;
case BTN_SQUARE: // Escape
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_ESCAPE;
event.kbd.ascii = mapKey(SDLK_ESCAPE, (SDLMod) ev.key.keysym.mod, 0);
break;
case BTN_L1: // Predictive input dialog
event.type = Common::EVENT_PREDICTIVE_DIALOG;
break;
case BTN_START: // ScummVM in game menu
event.type = Common::EVENT_MAINMENU;
break;
}
return true;
}
bool PS3SdlEventSource::handleJoyButtonUp(SDL_Event &ev, Common::Event &event) {
event.kbd.flags = 0;
switch (ev.jbutton.button) {
case BTN_CROSS: // Left mouse button
event.type = Common::EVENT_LBUTTONUP;
processMouseEvent(event, _km.x, _km.y);
break;
case BTN_CIRCLE: // Right mouse button
event.type = Common::EVENT_RBUTTONUP;
processMouseEvent(event, _km.x, _km.y);
break;
case BTN_TRIANGLE: // Game menu
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = Common::KEYCODE_F5;
event.kbd.ascii = mapKey(SDLK_F5, (SDLMod) ev.key.keysym.mod, 0);
break;
case BTN_SELECT: // Virtual keyboard
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = Common::KEYCODE_F7;
event.kbd.ascii = mapKey(SDLK_F7, (SDLMod) ev.key.keysym.mod, 0);
break;
case BTN_SQUARE: // Escape
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = Common::KEYCODE_ESCAPE;
event.kbd.ascii = mapKey(SDLK_ESCAPE, (SDLMod) ev.key.keysym.mod, 0);
break;
}
return true;
}
/**
* The XMB (PS3 in game menu) needs the screen buffers to be constantly flip while open.
* This pauses execution and keeps redrawing the screen until the XMB is closed.
*/
void PS3SdlEventSource::preprocessEvents(SDL_Event *event) {
if (event->type == SDL_ACTIVEEVENT) {
if (event->active.state == SDL_APPMOUSEFOCUS && !event->active.gain) {
// XMB opened
if (g_engine)
g_engine->pauseEngine(true);
for (;;) {
if (!SDL_PollEvent(event)) {
// Locking the screen forces a full redraw
Graphics::Surface* screen = g_system->lockScreen();
if (screen) {
g_system->unlockScreen();
g_system->updateScreen();
}
SDL_Delay(10);
continue;
}
if (event->type == SDL_QUIT)
return;
if (event->type != SDL_ACTIVEEVENT)
continue;
if (event->active.state == SDL_APPMOUSEFOCUS && event->active.gain) {
// XMB closed
if (g_engine)
g_engine->pauseEngine(false);
return;
}
}
}
}
}
#endif